Devilkin
An ancestor of yours was a powerful devil--perhaps even an archdevil--and your body has inherited a measure of their hellish magic. You may have been born with this power burning through you or it may have awakened later in life after exposure to negative energy, suffering a traumatic experience, or enacting a particularly devilish deed. Regardless of what awoke your ancestor's magic, you wield the power of the hells in your hands.
Hell Magic
1st-level Devilkin feature
You learn additional spells when you reach certain levels in this as class, as shown on the Hell Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The spell must be an enchantment or evocation spell from the cleric, warlock, or wizard spell list.
Hell Magic Table
Sorcerer Level | Spells |
---|---|
1st | command, hellish rebuke, thaumaturgy |
3rd | heat metal, zone of truth |
5th | fear, fireball |
7th | charm monsterXGE, fire shield |
9th | geas, infernal callingXGE |
Bow
1st-level Devilkin feature
You can speak, read, and write Infernal.
Additionally, when you cast a spell that requires a verbal component, you can choose to speak that component in Infernal. When you do so, each creature of your choice within 10 feet that can hear you must make a Wisdom saving throw against your spell save DC. On a failure, the creature must use its reaction to move up to 10 feet away or towards you (your choice), though it doesn't move into obviously dangerous ground. After it moves this way, it drops prone and can't stand up until the end of your next turn.
Once you cast a spell in this way, you can't do so again until you finish a short or long rest.
Blood of the Hells
6th-level Devilkin feature
Your devilish constitution protects you. You have resistance to poison damage, as well as your choice of cold, fire, or lightning damage.
Hierarchical Delegation
6th-level Devilkin feature
Your devilish power inserts itself into the infernal hierarchy, granting you a measure of control over your lessers. When a creature becomes charmed or frightened as a result of failing its saving throw against a sorcerer spell you cast, you can spend 2 sorcery points to demote it into your service for the condition's duration, during which time it understands Infernal.
As a bonus action, you can issue a command in Infernal to a demoted creature that can hear you within 60 feet, as if through the command spell. If the creature is a devil, you can force it to answer a question of your choice truthfully, as if under the effects of the zone of truth spell.
Flame Surge
14th-level Devilkin feature
Hell's flames encircle you and lift you up to lord over the battlefield. When you cast a sorcerer spell of 1st level or higher that deals fire damage, you gain a flying speed equal to your walking speed for 1 minute, and you can hover when flying this way. If you cast another sorcerer spell of 1st level or higher that either deals fire damage or charms or frightens a creature, this flying speed increases by 15 feet (to a maximum of an additional 60 feet).
Tyranny
18th-level Devilkin feature
You have advantage on Charisma checks made against devils, and you can't be deceived by the contents of any written agreement or contract, magical or nonmagical.
Additionally, when you use your Bow feature after casting
a spell of 5th-level or higher, it doesn't expend a
normal use. If a creature fails its saving throw by 5 or
more, it is charmed by you for 1 minute and considered
demoted as if by your Hierarchical Delegation feature.